Progression & Economy
The build-completion loop: loot, crafting, recalibration.
Thread assessments
Each card links to the full assessment, asks, voices, and related threads.
Loot Mechanics
Players identify the loot system as one of the game's most pressing issues, with complaints spanning skewed drop rates (yellow/skill-tier gear dominating), misleading mission reward previews, and the absence of targeted loot.
Targeted Loot Pressure
Players are frustrated with drop rates across multiple game modes, but the thread's main thrust is that the game lacks a targeted loot system — the ability to select a gear set, weapon type, or OS and focus farming toward it.
Crafting Friction
Players find the crafting system fundamentally broken across several dimensions: timers are too long (especially for F2P), RNG is too punishing, the gold quality chance at max level (25%) is far too low, and T2 items cannot be crafted at all.
Recalibration Costs
Players are frustrated by two intertwined problems: Recalibration Modules (books) are almost exclusively earned through Conflict PvP, which many players dislike or cannot reliably access, and the rate at which modules are consumed per recalibration attempt is seen as excessive and punishing.
Common themes
Recurring asks surfaced across this review lane.
Implement a targeted loot system (choose a gear set/category to farm) similar to The Division 2
Enable in-group item trading for items that dropped during the session
Add a targeted loot system (choose a gear set/weapon type before a run)
Increase purple OS drop rate / add a dedicated OS farming location outside the weekly Bounty
Increase the guaranteed gold quality chance at level 10 craft — many want it at or near 100%